Entropia Universe is an immersive sci-fi sandbox MMORPG that incorporates a real cash economy. With it's origins dating back to 2003, the game underwent a significant engine transformation in 2010 transitioning to CryEngine. Recently, my efforts have revolved around spearheading the next transtition of Entropia into Unreal Engine 5.
The upgrade encompassed comprehensive modifications to the game's world, gameplay mechanics and core loops, essentially resulting in a lot of ways a brand new gaming experience. However, due to recent changes in the company, the project is undergoing a reformulation, deviating from many of the elements showcased here.
Development time: ~2 years
Engine: Unreal engine 5
Team size: 61
Level & World design
Dungeon & Hub design
prototyping and scripting
Unreal Engine 5
Dungeon: The Lost Mire
A small light catches your eye and lures you in. Passing through the small spaces, you fall down into the depths uncovering what seems to be a version of the swamp filled with a thick mist.
Semi linear dungeon with focus on finding the source of the mist and eliminating it, while doing so freeing you from the swamp.
Dungeon ends with a timed escape as the dungeon collapses around you.
The mini world served as a crucial testing ground to explore the dynamics of size and the contrasting elements of open areas and arenas. It provided valuable insights and paved the way for the next stage of our world creation.
One of the primary objectives was to examine the impact of size and the contrasting dynamics of open areas and arenas. However, I wanted to push the boundaries further by creating a level that not only emphasized verticality but also combined with intricate, maze-like arenas.
Designing for verticality presented its fair share of challenges as I wanted to find a good balance. The aim was to craft a level that would immerse players and create vertical challanges, offering them the thrill of navigating through towering structures and discovering hidden pathways. However, finding the sweet spot between providing enough vertical elements without overwhelming players was a task that demanded quick iteration and constant fine-tuning.
During downtime I spent my time exploring game design. This engagement in game design was not only a pastime but also a proactive step that contributed to the project and were to become implenenet in the game loop.
One aspect of my game design exploration was contested zones. A moving PvP area, occupied vast expanses of the game world. Within these contested zones, players would engage in exhilarating battles, testing their skills against one another.
The dynamic events would inject a sense of unpredictability and excitement into the world. Whether it was a sudden monster invasion, a time-limited treasure hunt, or an unexpected weather phenomenon, these events added layers of depth and immersion to the experience. Designed to keep players engaged, ensuring that no two moments in the game were ever quite the same.
With my passion for game design, I continually honed my skills, exploring innovative ways to captivate players and leave a lasting impression. Each moment of downtime became an opportunity to push the boundaries of what could be achieved., and I eagerly embraced the challenge of bringing dynamic and immersive experiences to life.
There are 6 large section spanning out from a circle like middle part. The section can change rotation up to a 45 degree angle. Every section has its own gravitational field causing players to no suffer any restricted movement when they rotate, the rotate to harvest energy from the sun depending on where it currently is.
This section is referred to as the slum. The flow is simple with some basic verticality and foreshadowing, I want to keep everything easily accessible without to much hassle navigating